KotH rage

743rage

L1: Registered
Aug 4, 2012
18
2
I'm currently remaking my first map ever...
I had some sort of "mapping-pause" or something (Hammer fucked up, i was bored of mapping)

2012-12-08_00002.jpg
 
Last edited:
Sep 7, 2012
638
500
I just went over your map.

Things I like:

Scale is really good! Everything is in great proportion and it feels realistic to walk around inside, not too large, and not too small.


Things I think you haven't got to yet:

Health/ammo. You mentioned it in your OP.
Adding another route out of spawn. Possibly have it connect to one of the larger rooms on the left/right of the spawn exit? Picture here:
koth_rage_pre0006.jpg
hide behind while they prepare to charge forward.
The map could also use a bit of distance between the spawn and the point, and some cover to make a sort of holding area for the team that doesn't have the point to use.

Things I think could be improved:

There are a lot of sightlines all around, particularly from the ramp right outside of spawn to the other team's spawn. Some cover in the basement might help with this, could also help with vis and players' FPS (though the map is so small, I doubt that will be much of a problem).

Why is the map so symmetrical? It's almost symmetrical both ways, which is fine I guess but the ramps to the top of the point take that away. It also makes it boring to play on because you're in the same place no matter where you go.
koth_rage_pre0003.jpg
Maybe make one of the two rooms a little different ^ with some more interesting geometry. A spawn exit in one of them would help with that.

Also, make the celing a little higher. Soldiers and demomen aren't loving jumping on your map.

Small technical problems:

This brush above the door makes it hard to rocket jump forward when I'm waiting to spawn. Remove it please, it makes it feel really cramped and anyone spawn camping is going to have an easy time because the walls and ceiling are so tight, spam is going to kill everyone as soon as they open the door.
koth_rage_pre0000.jpg


I can see through your door, your wall starts a little high here.
koth_rage_pre0001.jpg


I got stuck on this. either move it out to match the other wall or player clip it.
koth_rage_pre0002.jpg


This ramp is really narrow, it makes me nervous to walk up it. Expand its width to 96 hammer units or maybe even 128, so the players have a tiny bit more room to breathe.
koth_rage_pre0004.jpg


Just demonstrating how symmetrical it is, no matter where you stand. Not that that's necessarily a bad thing, but the player might feel like he's never really anywhere different.
koth_rage_pre0005.jpg
 

WolfKit

L3: Member
Jun 26, 2012
128
83
Are those ramps up to the structure above point 1:1? Ew. Also, the way that they run almost directly into a support column is going to make them inconvenient to use. I'd say move the ramps outward to be alongside the columns not inline with them, that will also give you more room to make them longer.
I have a suspicion that structure may be a bit OP, I see the openings up in the walls but they look far enough away that only a sniper will be able to do anything useful from them. The only way to know for sure is to stick it in a gameday though.
I'm not entirely sure that putting the point at a height disadvantage to EVERYTHING is a good idea, it looks like a slaughterhouse. Once again, only a gameday will tell.

It does have potential though. Once you get health and ammo working put it in a gameday, I want to see how it plays.
 
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743rage

L1: Registered
Aug 4, 2012
18
2
Adding another route out of spawn. Possibly have it connect to one of the larger rooms on the left/right of the spawn exit?
The map could also use a bit of distance between the spawn and the point, and some cover to make a sort of holding area for the team that doesn't have the point to use.

I'm planning to expand the map at these sides. The spawn is just temporary

Also, make the celing a little higher. Soldiers and demomen aren't loving jumping on your map.

I wanted to do that before Hammer was crashing, but i was too lazy to do that...

I can see through your door, your wall starts a little high here.

I removed all props when i decompiled the map.

This ramp is really narrow, it makes me nervous to walk up it. Expand its width to 96 hammer units or maybe even 128, so the players have a tiny bit more room to breathe.

I thought about that too after i made that... In an older version you could snipe from one spawn to the other so i had to add those windows there...
 

colacan

L5: Dapper Member
Apr 14, 2012
235
85
Yeah, those ramps above the point look REALLY steep. 1:2 would be better, 1:1,5 would work too I think. And it is very symmetrical indeed, that makes it rather boring. Maybe "invert" it upside-down, so that the point is on a higher ground with the big ramps also leading up there.
 
Sep 7, 2012
638
500
I like the size of the ramps now, very nice. They could still be a little less steep though.
 

colacan

L5: Dapper Member
Apr 14, 2012
235
85
They are steep, and why would you go up there? If you can add healthpacks and ammo without hammer deciding to crash, maybe put some large ones up there, makes it more attractive to go up.
Maybe move the spawns back, make an area where the spawns are now, and the spawns behind that. An additional room to give the players some more time to get to the point and because that makes it bigger. :)
 

Arne

L3: Member
Nov 22, 2012
114
55
Maybe move the spawns back, make an area where the spawns are now, and the spawns behind that. An additional room to give the players some more time to get to the point and because that makes it bigger.

... and longer for the players to get to the point.

Take a example of sd_doomsday and koth_viaduct. They both are bit long from the point (or the intel+cap for sd). It also offers more ways for a spawnroom with only 1 or 2 doors. In the doomsday the area is for 'delay' players and prevent easy spawncamping. You'll know what I mean, the exits are blocked off for inturders.
This is what I know and have seen.
 

743rage

L1: Registered
Aug 4, 2012
18
2
Here is a new Layout I'm trying

overlay_a2.jpg


And I'm going to expand the maps on those sides and make more room i said that before.

They are steep, and why would you go up there? If you can add healthpacks and ammo without hammer deciding to crash, maybe put some large ones up there, makes it more attractive to go up.

I had a full health pack up there in the first versions would that count?
 
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colacan

L5: Dapper Member
Apr 14, 2012
235
85
Maybe, but the spawns are really close, so it is easier to go back to the spawn for a resupply locker. But if you move them back, a medium health might be an idea.
And this layout looks better then the first one.
 

Arne

L3: Member
Nov 22, 2012
114
55
Maybe, but the spawns are really close, so it is easier to go back to the spawn for a resupply locker. But if you move them back, a medium health might be an idea.
And this layout looks better then the first one.

You said same subject two times in a row. To be honest.
Well I know this one is a suggestion and I suppose so the mapmaker (743rage) is trying and testing which place is the best place for the spawnrooms and/or the kits. Just pardon him and give him the time he need.
 

colacan

L5: Dapper Member
Apr 14, 2012
235
85
I just forgot about the first time when I wrote the second post. Also, I just said that a medium kit there works when the spawns are further away. It was not to keep hammering (no pun intended) on that he should move his spawns, that was just not my intention